The mass murder monologues

•15/06/2011 • Leave a Comment

Steamrolling right ahead with my man-crush of the month, here’s a few of my favourite moments in writing from the Punisher MAX series by Garth Ennis. I can only describe it as hardcore poetic prose.

* * * * *

Father David: Tyger, tyger, burning bright… in the forests of the night…

(Frank Castle): And I imagined the Tyger.

Like the caged tigers at the Bronx zoo, but something more, something that could not be held.

That would be bigger, badder, deadlier than anyone or anything that walked the planet. That would look you in the eyes and know your terror. That would not know mercy, or remorse, nor even the concept of stopping: not having been constructed with those qualities in mind.

A force made flesh.

Father David: What about the line, actually my favourite line, “did He who made the lamb make thee?”… Frank?

10-year-old Frank Castle: Does it mean… God didn’t make the Tyger?

Father David: Heh! Frank, God made everything. If He didn’t make the Tyger, who did?

Frank: I dunno. Someone who don’t make things like lambs…

That day I realised there had always been Tygers.

Living in the darkness of our dreams. No less alive for being gone from the physical world. Emerging as it suited them, to stalk, to terrify, to overwhelm completely: to keep the planet in their thrall.

Bigger…

Badder…

Deadlier…

Somehow I knew we needed them.

I know what the world needs now. Same thing it’s needed all along.

I walk off the Brooklyn rooftop and into the future: a future full of screams and bullets, and bad men dying in the ancient dark.

And I show the world a face not made by God.

The Tyger #1

 * * * * *

I will not die in Vietnam.

My name is Stevie Goodwin and I am so short I can taste it.

I am down to thirty-nine days and a wake up, and on that magic day, I will step aboard that big freedom bird and leave this place behind forever.

On the great silver craft that carries me home I will sleep the sleep of the just, and beautiful roundeye angels in stewardesses’ outfits will smile with joy and bring me cold, cold beer.

I will not die here. I will escape these fields of slaughter.

I will not re-up and serve a second tour, will not become a combat-junkie like so many of the others – forever jonesing for their next sweet firefight, their lethal speedball of adrenalin and tracer.

I will not fall in love with war like Captain Castle.

Frank Castle is the finest officer the Marines of Firebase Valley Forge have ever known. He is the reason I am sure I will survive this.

His dedication to his men is total. Not from love – that word and he do not belong together – but from the same determination to do his job correctly that informs his every action. Since he arrived six months ago, not one patrol he has led has suffered K.I.A.

His first tour, so the story goes, began with Tet in sixty-eight. The brass in Da Nang detected some dark promise in the young platoon commander, and Special Forces had themselves a new recruit.

Within that strange Praetorian Guard his star shone brightly. His second tour is mostly mystery, but I’ve heard talk of wetwork in Cambodia, black ops, the company, an N.V.A. General sniped just outside Hanoi… 

And horror stories too outlandish to be true.

But now the war in Vietnam is winding down, and no one knows quite what to do with the predators it has bred. His third tour saw him sent to Valley Forge – because they had to send him somewhere, after all.

A specialised assassin in command of infantry. The writing is upon the wall: America will soon be gone from here.

Alas for Captain Castle, he is running out of war.

I will have sons.

When the big freedom bird takes me home I will make love to many beautiful women, and when I meet the most beautiful of all I will marry her that very day.

She will give me sons and they will grow up tall and strong as giants, and I will watch them grow and sing with pride.

I will take them up into the woods and mountains and show them the greatest country in the world: the Promised Land that is their birthright. The good America, the real America.  

And not this tragic misstep into darkness.

In years to come the boys will learn their father went to war, and gaze on him anew, eyes bright with fascination. They will ask the old man what he did, and who he fought, and where he went, and what he saw there…

And I will never, ever tell them.

– Stevie Goodwin, the Punisher Born #1

 * * * * *

There is a Great Beast loose in the world of men.

It awoke in dark times to fight a terrible enemy. It stormed through Europe, across the Pacific, and crushed the evil it found there underfoot. But when it was victorious, when the crooked cross and the rising sun were done with, the Great Beast’s keepers found that it would not go back to sleep.

The Beast has many heads, and on its heads are written names: Lockheed. Bell. Monsanto. Dow. Grumman. Colt. And many more.

And they are very, very hungry.

So the Great Beast must be fed: and every generation our country goes to war to do just that.

A war for war’s sake, usually. And one that could have been avoided. But there must be blood, in extraordinary quantities, and whether it is foreign or American is of no consequence at all.

And so, today, at Firebase Valley Forge, our turn has finally arrived.

– Stevie Goodwin, the Punisher Born #4

 * * * * *

They hated that old man so much they shot him through my family.

The world went crazy on a summer’s day in Central Park, in the time before Uzis and Berettas, before nine millimetre popguns ruled the streets.

It was a Thompson, like the ones our fathers carried, and I recognised its rattle even as its big, man-stopping forty-fives punched blood and breath from my lungs.

I hit the ground beside my daughter, she’d been gutshot, badly, and when she saw the things that boiled and wriggled from her belly the expression on her face was not a little girl’s.

My wife bled out later on the operating table, her heart a gaping hole her life drained through. Whenever I get careless, that yearning in her eyes creeps up and brings me to my knees.

Right then the old man’s soldiers started shooting back. My son dropped wordlessly, without a mark on him. I took a breath that cut like glass, spat blood, rose to my knees, picked up the boy and searched in vain for entry wounds.

The bullet had entered through his open mouth.

That was our picnic in the park.

And now… every night… I go out and make the world sane.

– Frank Castle, the Punisher MAX #1 – In the Beginning

* * * * *

Ann Larsen, I know you and your husband have been shooting pornographic films with your children. I want to make this as easy on them as I can.

Invite me in.

Someone should suffer, not just die.

That was the thought I had when I went in there.

It was a simple thing to watch him cough his teeth out, listen as he choked on the shreds of his tongue. His eyes said everything: the agony, the disbelief at what had happened to a normal evening, the realisation of Hell came next.

Part of me could have stood there for an hour.

Not the part that raised the pistol, took up second pressure.   

I made the call and waited, didn’t want the kids wandering down to look for mom and dad.

Later, slipping out the back door as the cops kicked in the front, I thought about the looks on their faces.

The little girl couldn’t have been more than four. She might stand a chance, depending on how much of it stayed with her. Not being an expert, I couldn’t say for sure.

The boys looked like the damage was done. I had a sinking feeling I’d be seeing them again in twenty years.

There are times I’d like to get my hands on God…

– Frank Castle, the Punisher Max #44 – Widowmaker

GALLIPOLI!

•13/06/2011 • Leave a Comment

I recently finished writing my mid-year exams. I don’t think I would have made it through the studying without blasting this song during my numerous cigarette breaks – must have listened to it about a 100+ times in the last 3 weeks (my neighbours can consider it payback for all their loud monkey sex, the bastards).

I’m sure I scored about 10-20% more in my exams purely because of this song’s eight-hundred megatons of sheer amazeballs. Thank you Sabaton.

And if you’re at all interested in history: the Gallipoli Campaign.

Childhood warsong!

•12/06/2011 • Leave a Comment

Arguably the greatest kids’ cartoon of all time. And by ‘arguably’ I mean that if you disagree, I’ll beat you senseless with a lump of star-metal before you can say “pomegranate”.

Let’s at least agree that the opening sequence is a fistfull of fuck-yeah!

Is it just me, or does that back-flip at 0:45 seem to defy every law of physics mankind ever held dear?

A face not made by God

•12/06/2011 • 2 Comments

The Punisher has always been my favourite comic book character. Not hero – character. In the all too real world of the Punisher, there are no heroes.

He’s been around since the 70s, but it wasn’t until Frank Castle met Garth Ennis that the Punisher was truly born, and it wasn’t until Marvel’s MAX series that the Punisher became a legend.

You should know this by now: Frank Castle lost his wife, daughter and son in the crossfire of a mafia gun battle in Central Park, NYC. He swore revenge, donned an awesome T-shirt, and has been killing bad guys ever since (that’s 30 years of relentless badassery). 

Under the masterful hand of Ennis, the MAX continuity adds to the Punisher’s origins, taking us back to his tours of duty in Vietnam. Frank Castle is a young man who has fallen in love with war. A darkness reaches out to him and promises that he can wage an eternal war… for a price. This adds a touch of mystery to the Punisher myth, and makes him seem more a force of nature than a man. “A face not made by God” indeed.

The MAX comics also remove a majority of Marvel universe conventions: no superheroes, no advanced technologies, no coming back from the dead, etc. Frank uses ‘real-world’ methods to fight ‘real-world’ enemies like the mafia, human traffickers, the Irish mob, the widowed wives of his victims, and even corrupt American army generals (the devious workings of the US military-industrial complex are a common theme throughout the MAX series). Only the nigh-unkillable villain Barracuda pushes the bounds of believability, but by the time he shows up, it’s far too late to dismiss these comics as “kid’s stuff”.

Although I’m not usually one to comment of artwork, I can safely say that the MAX visuals have never failed to blow my mind. I don’t often agree with the expression “a picture is worth a thousand words”, but…

But more than anything, it’s the calibre of Ennis’s writing that got me hooked. Simple. Elegant. Brutal. The Punisher’s monologues are almost Shakespearean in quality; the dialogue flows; the storylines never lack for shock or catharsis; and, amidst all the slaughter, there is always an element, however faint, of real human emotion. Occasionally, you might even find yourself laughing.

Unfortunately, Garth Ennis’s run on the Punisher MAX series only lasted 60 issues, but with just a drop of emotion, a pint or two of dark humour, a few gallons of gritty realism, and fuck-knows how many kilolitres of blood, Ennis put those 60 issues in a war zone of their own.

Now if only someone would make a decent Punisher movie…

Close... BUT NOT GOOD ENOUGH!

 

Forgotten fragments

•11/06/2011 • Leave a Comment

Sometimes I wake up from a dream with an idea for a story burning a hole in my brain. This is always exciting. The challenge is getting out of bed and writing it all down before becoming entirely conscious. This never works. By the time I’m a few lines in, I’m wide awake and lost.

Dreams can be vivid and emotional, and it is often impossible for our conscious minds to translate the ramblings of our subconscious into words, never mind a coherent story.

This has resulted in a lot of scribbled-on scraps of paper over the years – forgotten fragments of stories never told. Many of these scraps would make fine kindling, but occasionally I (re)discover an idea that gets me foaming at the creative maw. Some fragments are neither, and just sort of exist – never to be continued, never to be discarded. All of them stay with me in some form or another – waiting for the day doctors develop a cure for writer’s block.

Here’s one I found today under the heading “Space Dementia”. Cliche sci-fi. I think there was supposed to be some kind of Twilight Zone twist at the climax. I can’t remember.

* * * * *

Darkness. Warm and perfect. Time is forgotten. There is only peace.

“Wake up… you’ve been dreaming.”

The voice is familiar and pleasant, yet it is out of place in the darkness. A woman’s voice. She speaks again, “Wake up, Danner. You’ve been dreaming for too long.”

He places the voice and smiles. “Let me dream a little longer, Ally,” he murmurs, reaching unconsciously for her hand. “Just a few more minutes.”

“No, Danner! It’s been too long!”

There is an edge to her voice now; unrecognisable and harsh. Robotic. He stirs, suddenly uncomfortable.

“Ally? What’s wrong?”

The darkness is no longer absolute. There is a pinpoint of light in the distance, a single star floating in a night sky.

The voice changes. “You can’t hide here forever, Doc.” It now belongs to a man and sounds both desperate and angry.

“Tarver? What are you doing here? I thought… I thought…”

The faraway star has grown into a nearby sun. It is a sharp agony in his mind; white hot and relentless. 

“Dammit, Danner! Wake up!” The robotic quality is back, stronger than before. “Wake up!”

The darkness flees as the light explodes and suddenly he is awake and aware and afraid. Peace is forgotten. Time is restored.

The hibernation chamber emptied quickly, liquid di-oxide gurgling down the drain in a frantic rush. Cold air was injected into the chamber, feeling unnatural against Danner’s skin and making him shiver and ache. A multitude of plastic tubes and needles were withdrawn from his body with swift precision by spindly robotic arms. He felt one such tube slithering its way up his throat and when it was finally ripped from his mouth, he cried out. All he managed was a faint whimper.

His first coherent thought was, we made it, and excitement flared in his chest.

Overhead, the opaque glass of the hibernation chamber’s lid cracked open and fluorescent light flooded in. Danner blinked his eyes against the glare and with a great effort hauled himself to a sitting position. His excitement died.

The Mariner’s med-lab gleamed pristine and white around him. The surgical machines were silent, long jagged instruments hanging limply in the air, and the computer consoles were dark. The med-lab seemed dead, the severe light giving it the pale sheen of a corpse. Comprehension burgeoned into panic. The science facilities were located in the ship’s stern, close to the engines; Danner was about as far from the crew quarters as he could be without finding himself adrift in deep space. His heart beat a little faster, a different rhythm to the throbbing behind his eyes.

Hibernation chambers kept their occupants alive and healthy by pumping nutrients into their bodies and stimulating their muscles with small electric jolts. Nevertheless, as Danner struggled out of the glass cylinder, his limbs felt weak and unresponsive, as if they were not his own. His stomach roiled with a vile combination of hunger and nausea. Unsteadily, he rose, still dripping liquid di-oxide. The smooth steel of the floor was a great comfort beneath his bare feet, something solid to focus on while his mind reeled.

Bracing himself against various machines and operating surfaces, Danner moved awkwardly towards the computer consoles. Along the way, he doubled over to retch. Bile, thick and yellow, dribbled from his lips in long threads, spattering onto the spotless floor. Swallowing the urge to lie down and sleep, he straightened and continued. You’ve been dreaming for too long.

After what seemed like hours, he had finally crossed the lab and now stood shakily in front of the med facility’s main console. He caught a glimpse of his reflection in the blank computer screen, but for some reason found he was unable to meet his own eyes, strangely uneasy about what he might see. He flipped a switch and his reflection was shattered as the console lit up. A low hum filled the lab as machines powered up.

“Good evening, Doctor.” It was the voice of the Mariner’s central AI. It was a flat, uncaring monotone, but it was at least familiar and Danner felt something like relief wash over him.  

The unusual suspects – the characters of Planescape: Torment (part 2)

•21/05/2011 • Leave a Comment

Dhall

 

 “I am a scribe, a cataloger of all the shells that come to the Mortuary. Only I see the faces of those that lie upon our slabs… As long as I remain at my post, I will protect your right to search for your own truth.”

– Dhall, to the Nameless One

The ancient and sickly record-keeper of the Dustmen faction, Dhall is encountered shortly after the Nameless One awakes in the Mortuary. He is also the first to shed any light on the immortal’s condition, calling him “Restless One” for his corpse’s many visits to the Mortuary. Dhall spends his days coughing up blood and writing the names of the dead in a massive book while he awaits the True Death.

Deionarra

 “I shall wait for you in Death’s hall’s my love…”

– the ghost of Deionarra

A woman whose love for a previous incarnation of the Nameless One (the same incarnation that rescued Morte and imprisoned Vhailor) damned her spirit to wander the Negative Material Plane, though she evidently loves him still. Deionarra has the gift of prophecy, and her early encounter with the Nameless One is laden with obscure foreshadowing. She appears throughout the game, most notably in a sensory stone experience that reveals just how cruel and manipulative the Nameless One truly was in his Practical Incarnation.

Receiving her forgiveness at the game’s climax is pure and genuine catharsis.

The Lady of Pain

“The Lady of Pain, yes, yes… she is the force behind Sigil, you know. Very impressive figure, but little is known about her.”

– Able Ponder-thought, of the Guvners

A pervasive and evasive presence – her visage appears on loading screens and on the control panel, but to encounter her in person means breaking her laws and provoking her wrath: first time, she’ll Maze you; second time, she’ll flay your flesh with a mere glance. A floating giant, she wears a mask of rusty iron blades, so no one knows her identity, though it is known that she is able to keep gods from entering her city of Sigil (and she once killed the deity Aoskar), making her one of the most powerful beings in the multiverse; yet she punishes those who dare worship her. She never speaks, but everyone in Sigil knows her will.

Fell

 “Are yeh so pig-eager to dance in the Lady’s shadow yeh’ll bandy words with this one?! Let’s give this place the laugh before we get penned in the dead-book!”

Annah, speaking of Fell

Fell is a dabus, a race of floating “janitors” who speak in hovering symbols called rebuses and silently carry out the will of the Lady of Pain. Fell walks, because Fell no longer serves the Lady. He owns his own tattoo parlour in Sigil’s Hive district. His tattoos are magic, tailored to an individual’s inner nature. Fell can identify some of the Nameless One’s markings and can later scribe symbols of power from the Nameless One’s current and previous incarnations.

I read somewhere that Fell was supposed to be a joinable NPC, but that the idea was cut due to time/monetary/arbitrary restraints. It’s a pity – Fell would have fit in well with the others.

Pharod

“Pharod threw away his position, his goals, and took up a new title… And became a King of Rags! He would rule the trash, have his subjects search it all, and find that which he needed. He looks even now, even now…”

– Reekwind’s tale of Pharod

The first major quest the Nameless One must complete is finding Pharod in the Buried Village beneath Ragpicker’s Square. Pharod rules his “kingdom” of corpse collectors and thugs from a ruin he calls Illwind Court. He was once a man of influence and power in Sigil, but his many lies sealed his destiny – damnation to the Nine Hells. It was foretold to him that, “only in trash can you find that which will let you cheat your fate”. And so he became the Collector King, old and bent and bitter. When the Nameless One delivers the Bronze Sphere to Pharod in exchange for information, the collector proves less than helpful, though he does introduce his adopted daughter Annah to the party. He is soon after killed by shadows pursuing the Nameless One. The Bronze Sphere did not, in the end, help him cheat his fate.

Lothar

 “Do NOT offend this blood, boss… he’ll dead-book you faster than you can spit.”

– Morte told you so

The Master of the Bones is neither an ally nor an enemy – he abducts Morte, releases him in exchange for a greater skull, and provides the Nameless One with a very important clue: the name of Ravel Puzzlewell. Lothar collects skulls, animating them so they might share the secrets they possessed in life, whether they like it or not. He’s one of the few people in the universe who can truly kill the Nameless One, and much faster than you can spit. 

Minas Tirith: cheapest property and highest suicide rate in all of Fantasydom

•07/05/2011 • Leave a Comment

Welcome to Minas Tirith, the White City, capital of Gondor, ancestral seat of the Kings of Men. Built in seven tiers of white stone into the face of a mountain, the community is well-made and well-defended, with a view to die for.

The inevitable approach of suffering and doom, GOOD MORNING!

Throwing open their blinds in the morning for a breath of fresh air and the citizens of Minas Tirith are met with the uninviting flaming death peaks of Mordor staring at them just across the way like a Peeping Tom with a torture fetish.

Seriously judging by that angle, sunrise wouldn’t hit the city until just before 11 am, and by then Buril the shopkeep has already taken his own life and Andoren the streetsweeper has lost his mind and gone on a killing spree. Living in Minas Tirith must be like living within sight of an approaching tsunami that will eventually wipe away everything and everyone you love, but it’s being a dick and taking its sweet time about it.

For an added bonus, enjoy the shouts and screams that occasionally pierce your dreams from wartorn Osgiliath, because sleep just wasn’t hard enough to come by.

If only more people knew about the Shire.

“Rise up you dead, slain of the Hydra…”

•24/04/2011 • Leave a Comment

My father recorded Jason and the Argonauts (1963) off tv (VHS ftw) for me when I was about five or six. I must have watched it a hundred times or more, until the tape stretched and eventually split. That was a sad, sad day.

It’s been the better part of two decades since I watched it last, but I can still remember so much in vivid detail: the prophecy of the man with one sandal, the court of Olympus, the friendship of Hercules and Hylas, the bronze statue, the harpies, the Clashing Rocks, the treachery of Acastus, the Hydra, but most of all… the skeletons.

Ray Harryhausen’s animation was years ahead of its time, undisputably the best there ever was… until Jurassic Park came along thirty years later.

I heard the phrase “nostalgia boner” earlier today. It perfectly describes how I’m feeling right now, watching clips of it on YouTube. My mission for the month of May is to find a copy of Jason and the Argonauts, even if it means sailing to the other side of the world.

And for added awesome, the opening theme.

The unusual suspects – the characters of Planescape: Torment

•23/04/2011 • Leave a Comment

Planescape: Torment is hands down my favourite game of all time. It could also be my favourite novel of all time (if you’ve played it, you’ll know what I mean). I picked it up – reluctantly, I’ll admit – while I was waiting for Icewind Dale to be released. It was meant to be nothing more than a time-killer, but it turned out to be the most important game I have ever played. It may seem strange to talk about a computer game in such terms, but Planescape: Torment is nothing short of an artistic fuckin’ masterpiece that has to be experienced to be understood. From the setting, to the dialogue, to the plot, it’s damn near flawless. It cannot be matched. 

Like in any good narrative, it’s the game’s characters that stand out. The most memorable cast of madmen and misfits I have ever encountered. In fitting with the game’s central themes (and title), each character is at the centre of their own tragedy. Fascinating and complex. Loathsome or lovable.

If you’ve never played Planescape: Torment, go and do so right now – you won’t regret it. If you have, then here’s a trip down amnesia lane.

The Nameless One

“LOST ONE… IMMORTAL ONE… INCARNATION’S END… MAN OF A THOUSAND DEATHS… THE ONE DOOMED TO LIFE… RESTLESS ONE… ONE OF MANY… THE ONE WHOM LIFE HOLDS PRISONER… THE BRINGER OF SHADOWS… THE WOUNDED ONE… MISERY-BRINGER… YEMETH…”

– Tomb inscription

Protagonist and all round badass, the Nameless One is immortal, having lived countless lives over thousands of years. His myriad scars and tattoos tell the tale of his many torments. 

Long ago, the Nameless One committed a crime so terrible than even a lifetime of selfless good would not save him from his punishment. Needing more time, he sought out the night hag Ravel Puzzlewell and challenged her with the riddle of making him immortal. She succeeded, but the ritual was flawed: with each death, the Nameless One would lose his memories.

Since then, his various incarnations have seen him become a powerful sorcerer, a raving paranoid lunatic, a calculating genius sociopath, and much else besides. The player joins him in his final incarnation, during which he at last manages to piece together his past and confronts his lost mortality.

Mortimer "Morte" Rictusgrin

  “Nothing’s worse than being honest all the time.”

– Morte. Like Latin… for Death

Morte is your typical floating skull with eyeballs, and has a rather sharp tongue – impressive, considering his lack thereof. He’s the first character the Nameless One encounters and becomes the party’s much-needed comic relief. He has a huge soft spot for the ladies, living or dead.

When he was alive, Morte was a less than honest individual whose lies damned him to the Pillar of Skulls and caused one of the Nameless One’s many deaths. A different incarnation of the Nameless One later rescued him from the pillar, and Morte has been his guilt-ridden companion ever since, though he happily maintains his skewed relationship with the truth.

May or may not have been the skull of Vecna.

Dak'kon

“When a mind does not *know* itself, it is flawed. When a mind is flawed, the man is flawed. When a man is flawed, that which he touches is flawed. It is said that what a flawed man sees, his hands make broken.”

– Dak’kon, telling you what he *knows*

A worn and withered zerth warrior of the githzerai, Dak’kon is grave, humourless, and honourable to a fault. He is the last bearer of a karach blade, a weapon that can be shaped by the wielder’s thoughts and emotions. Dak’kon’s motivations for joining the Nameless One are initially unclear. That changes.

Dak’kon’s torment is a mind divided. He once came to doubt the teachings of Zerthimon and his doubt caused the death of Shra’kt’lor, a great city of the githzerai on the chaos plane of Limbo. The Nameless One came to Dak’kon as he was drowning in chaos matter and offered him the means of his salvation, in exchange for an oath of servitude. Dak’kon has been little more than a slave ever since, forced to share the path of the Nameless One across numerous incarnations; only death can break the chains.

*Knows* a lot about *knowing*.

Annah-of-the-Shadows

 “I think yeh walk with chains, but yeh don’t know it yet. So I… feel for yeh, but I’m afraid for yeh… an’ that’s killing me, it is. I donnae want yeh tae come tae harm, but I donnae know what tae do tae stop it!”

– Annah (in Sheena Easton’s natural Scottish accent)

Annah is a hot-tempered tiefling fighter/thief. A potential love interest for the Nameless One, though kissing her literally makes her blood boil.  

Still a youngster, Annah has little backstory compared to the other main NPCs, but still manages to hold her own as a character. All we know of her history is that she was born and raised in Sigil’s rough Hive district by the heartless corpse collector Pharod. Her torment is her doomed love for the Nameless One, which leads her from one nightmare to the next.

Has a tail.

Fall-From-Grace

 “A lady must have her secrets.”

– Fall-From-Grace

Grace is of two conflicting natures. On one side, she is a succubus of the Abyss, a species that use their feminine charms to lure mortals unto corruption and death. On the other, she is chaste and noble and kind. A more subtle love interest for the Nameless One, a romance that is always on the verge but never fully explored.

Born in the Abyss, Grace was sold into slavery by her own mother, and to the Baatezu no less, the ancient blood rivals of her people. She later escaped by challenging her masters to a game of improvisation. When she is first encountered by the Nameless One, Grace is a high-ranking member of the Society of Sensation and is the proprietress of the Brothel of Slaking Intellectual Lusts, where sagacity is worth more than sex. She joins the Nameless One in order to experience more of the multiverse.

Disliked by Annah, adored by Morte.

Nordom

  “Identification of self was compromised by doubtings + mullings + analysis.”

– Nordom expressing his insecurities

Nordom is something a hidden character that I missed on my first couple of playthroughs. He is found randomly in the Rubikon dungeon construct. Nordom is a modron construct from the clockwork realm of Mechanus – the plane of perfect law – that has gradually come to question his makers and his purpose, thus going rogue.   

He may seem a bit out of place in the party at first due to his amiable nature and various quirks, but his torments are no less severe – he just has trouble expressing himself.

Voiced by Homer Simpson.

Ignus

 “When the Planessss burnnnn and all life is but torchesss, then Ignusss ssshall at lassst… be at peace.”

– Good old sane, rational Ignus

Having Ignus in your party is a bit like having a viper in your bed – one wrong move and its bad news. Nevertheless, he is a powerful wizard and a valuable – if somewhat erratic – ally. He joins you after you douse the worst of his flames with the Decanter of Endless Water, though he remains forever alight as he floats around beside you.

Ignus was taught the Art by a previous incarnation of the Nameless One, who tortured and abused his young supplicant. Later, Ignus went on to open a portal to the elemental plane of fire in the heart of Sigil in an attempt to set the entire multiverse ablaze, but he was thwarted by an alliance of hedge wizards and witches. His body became a conduit to the plane of fire, though it was not enough to kill him.

Ignus wishes to BURN!

Vhailor

 “Know this: There is nothing on all the Planes that can stay the hand of justice when it is brought against them. It may unmake armies. It may sunder the thrones of gods. Know that for all who betray justice, I am their fate. And fate carries an executioner’s axe.”

– Vhailor’s job description 

Vhailor is another party member whose continued loyalty is dependent on a very careful choice of words. He belongs to the Mercykiller faction, a group that seeks the death of all compassion. He’s about as much fun as you might expect.

He once pursued the Nameless One across the planes (the same incarnation that freed Morte from the Pillar of Skulls), but was ultimately outwitted and trapped beneath the prison city of Curst. Over the long years, his flesh decayed to dust until only his armour remained. Justice sustained him, however, and his armour has become the vessel for his vengeful soul. He does not know that he is dead.

He can tell whether you’ve been naughty or nice.

Non-party characters coming soon eventually…

Icewind Dale fanfic, part 2

•22/04/2011 • Leave a Comment
 
i.
 

Hrothgar trudged across Easthaven, his burly frame bent against the swirling wind. The snow was up to his knees and before long his legs and back were aching from the effort.

Perhaps you are a fool, he told himself. A damned old fool. Most men his age spent their days telling tales to their grandchildren by the fireside, not organising a dangerous trek over mountains. But then Hrothgar had never thought of himself as most men. Adventure was closer to him than any friends or family he had ever known. Five decades of sword-swinging and dungeon crawling and here I am rushing off on the next grand quest. The notion was tinged with a bit of self-reproach. What are you trying to prove?

He arrived at the emporium, marched up creaky wooden steps and entered. The store was dimly lit by scented candles. The air was filled with a pungent stench that made Hrothgar’s nose itch. Rows upon rows of shelves ran the length of the floor, sparsely stacked with all manner of trinkets, weapons, and foodstuffs.

Snow melting in his beard and trickling beneath his furs, Hrothgar navigated the maze of shelves and made his way to the back of the store. “Pomab?” he called. There was no reply. He tried again. Nothing. He sighed. “I don’t have time for your games, merchant! Show yourself!”

A man appeared from behind a shelf, gaunt, dressed in flowing orange robes decorated with silver tracery. His skin was dusky and his features sharp. “Ah, I see your typical barbarian charm has not failed you.” The accent was heavy and difficult to understand.

“I have neither the time nor the patience to deal with your heckling today, Pomab.”

“Nor the intelligence, I’m sure,” the merchant added.

Hrothgar ignored the bait. He reached into his cloak and produced a piece of parchment, thrusting it into Pomab’s hands. “I have need of these supplies.”

Pomab scanned the list with dark, narrowed eyes. “The handwriting looks like a goblin’s scrawl, but I believe I have most of these items in stock. The caravan from Caer Dineval is running late, but I can accomodate the bulk of your request. No doubt these are for your little hike. Oh how I wish I could join your filthy band of would-be heroes.”

“The mountains are no place for a cold-blooded snake like you, Calishite.”

This seemed to amuse Pomab immensely and his face cracked into a crooked grin. “You’d be surprised what you may find in the mountains, northerner. Cold-blooded or otherwise.”

They worked out the final details of the trade with barely restrained animosity. As always, Hrothgar felt soiled when leaving the emporium. Pomab was a menace, but a necessary one. Despite his spiteful nature, the foreigner’s prices were fair and his wares were varied and of good quality. Nevertheless, Hrothgar would much prefer the storekeep return to Calimshan and a local run the business. Pomab possessed a hunger that Hrothgar had seen before in other men; ruthless men. The darker side of ambition.

The old veteran returned to his house, a two-storey cabin that was positively lavish by the standards of Easthaven. Someone was waiting on his porch, a slim, stooped figure wrapped in a threadbare cloak. The visitor stood as Hrothgar approached and drew back his hood to reveal a familiar face.

“Jhonen,” Hrothgar said warmly, grinning and throwing his arms wide to embrace the youngster.

Jhonen returned the greeting. “I hope I’ve not caught you at a bad time,” he said. “I know you have many preparations to make.”

“Not at all, boy. Come inside away from the cold.” Hrothgar led him inside and took his cloak. “Can I get you anything? Some Cormyran brandy to warm your belly?”

Jhonen declined. They settled by the hearth, where Hrothgar quickly stoked a fire to life. The living room was filled with exotic items from across Faerun and Jhonen’s seemed uneasy around some of Hrothgar’s trophies, even after a hundred visits. Jhonen made every effort to avoid glancing at the head mounted above the fireplace. The gorgon’s lifeless red eyes glared down at the two men as they spoke.

“What brings you to my humble abode then, boy?” asked Hrothgar.

Jhonen shifted uneasily. “I… I would like to join your expedition.”

Hrothgar reclined into his chair and appraised the lad. Soft and sickly like his mother, he thought, but perhaps there is something of his father in him after all. “It is not my place to turn away volunteers,” said Hrothgar, “but I would like to know why you have made this choice.”

“Because I am afraid.”

Hrothgar raised one bushy grey eyebrow in question.

“All my life I have been afraid,” Jhonen continued. “And now I am alone. I have lost all those I cared for and I am still afraid.” His voice caught and he struggled to find the right words. “I am tired of being afraid,” he said at last. “I wake each morning feeling empty and drained, like I am only half a man. My dreams…” he trailed off, then picked up a new thought. “If I stay in Easthaven any longer I risk madness, or worse.”

“It will be a difficult journey,” said Hrothgar. “And I cannot promise you my protection once we are in the Spine of the World.”

“Nor would I ask for it. Not this time. They say my father was a brave man.”

Hrothgar nodded. “Rhanen was a hero of Icewind Dale, like his father and grandfather before him.”

Lapsing into a long silence, Jhonen considered those words before saying, “Then I will honour his memory as best I can. I hope to fear no longer.”

Hrothgar leaned forward and fixed Jhonen with a penetrating stare. “Fair enough, boy, fair enough. But are you seeking to run from your fears or to conquer them?”

Jhonen did not answer.     

ii.

Daurun unwrapped the paladin’s package with trembling hands. His heart was racing with excitement.

Two small ingots of pure mithral, together no larger than a scroll case.

He lifted them, feeling their weight and examining them for imperfections. There were none. Daurun caught his reflection smiling in the metal’s mirror-like surface. For the first time in years, he felt close to home.

Too long.

He put the mithral down, reverently, and pulled the other wrapped bundle from his pack, the contents of which he spilled carelessly onto his work table. A broken sword, shattered into several pieces. It was an admirable enough weapon, Daurun noted, but the blade had become brittle in the frozen north and had inevitably split. The hilt and crossguard were ornate, carved in the likeness of a gold dragon in flight.

The dwarf stroked his beard, thinking.

Working mithral and bonding it to inferior metal would be difficult with his limited tools and humble forge. But not impossible. Not to him.

He laid out his hammers and tongs, donned a thick leather apron and set a fire in the forge. He fanned the flames until they were roaring and white hot, then placed the mithral bars at their heart. The fire reacted to the metal’s presence, drawing itself in to envelop the bars so that they vanished from sight. Daurun waited patiently, staring into the fire as if hypnotised, tongues of flame singing his black beard. His mind wandered, travelling back through the years to his homeland and all the secrets of the forge he had once known. His lips started to move. He intoned ancient words of power and enchantment, slowly at first, but he quickly gained momentum as his memory stirred. He removed the mithral from the forge and it yielded its shape beneath his hammer. He worked until his muscles screamed and his fingers bled.

As he reforged the metal, so too was something inside him made whole again. Each fall of the hammer chipped away at the apathy that had crippled him for so long. Each bright spark of steel on steel was reflected in his soul as a forgotten vigour was rekindled. It was the same vigour that had led him north so many years ago, Daurun realised with a mixture of excitement and dread.

Too long.

By dawn, he was finished.

iii.

The paladin hoisted the sword into a defensive stance, then took a few practice swings, feeling its balance as it cut through the crisp morning air. “Good as new,” Artain said.

“Better than new,” Daurun corrected.

True enough. The weapon felt lighter in Artain’s grip, though it had lost nothing of its size or shape. The blade rippled and reflected the sun with each stroke like the crystal waters of Lac Dinneshere behind him. A near invisible pattern of runes had been carved along the sword’s edge. “What are these symbols?”

“An ancient prayer to Clangeddin Silverbeard,” said Daurun proudly. “An ally of Torm. The runes will lend your blows added strength in battle.”

“Thank you.” Artain said, though he felt they were inadequate words. He reached for the pouch hanging from his belt. “Your payment. As we agreed, two hund-“

The dwarf held up one stubby-fingered hand. “No payment necessary,” he said.

Artain was uncertain. Thinking it might be a strange jest, he drew his money bag anyway. “I insist.”

Daurun’s heavy brows furrowed. “You insult me. I have made a gift of my skills. There is no price for such a thing.”

“But why? I don’t understand.”

The dwarf’s hard stare softened for a brief moment. “To repay you in kind, lad. For bringing me a piece of home.” He turned to leave, paused, then said over his shoulder, “You can show your gratitude when we reach the Spine of the World by putting that blade to good use.”

“We?” Artain saw an excited gleam in the dwarf’s grey eyes and could not help but smile.

“Aye,” said Daurun. He left.

The paladin was alone now on the banks of the lake, brandishing his reforged sword. He wondered if he would truly need it on the road to Kuldahar. This is the Year of the Cold Soul, the elf’s words drifted through his mind. Nature holds her breath. He glanced south at the Spine of the World mountains, vast clouds heaped over their jagged peaks, black and silent. He had come to Icewind Dale to spread the light of Torm, but that light seemed very faint in this harsh, rugged land.

Ill omens all.

iv.

The sermon was short and powerful, though few had come to hear it. The weather was fierce this evening, and many had wisely decided to stay at home. Everard was in a foul mood over it.

“Lip service,” he had grumbled earlier. “Their faith is challenged by poor weather.”

Accalia ignored his rant. Everard was in a constant state of anger lately and there was little to be done about it.

When the half-dozen worshipers and the low-level initiates had departed, Accalia was left alone with him in the main hall, standing beneath the stone image of their god: giant and resplendant in his armour. Everard struggled down from the crude pulpit, slowed by his lame left leg, and limped over to Accalia, his face stern and haggard. She took a deep breath. This, she knew, was to be the final confrontation.

“Jerrod’s Stone,” was all Everard said. The words echoed about the empty hall. Accalia’s gaze found the skein of pulsing yellow runes at the statue’s feet. They warded the entrance to the temple’s catacombs and kept the precious artifact therein safe.

“What of it?”

“It is a warning. A warning against the folly of needless sacrifice.” Everard’s face was grave.

“We have spoken of this before. I’m going Everard. It is my choice.”

“Then let us speak of it one last time before you go. I have cast the spells and read the omens.” An expression of fear played across his blunt features so quickly Accalia almost missed it. “I tried to convince myself otherwise, but the truth can no longer be denied.”

“The truth of what?”

“The truth of what awaits you in the Spine of the World.”

“Wha-?”

“Allow me a few words more, Accalia,” Everard interrupted sharply. “Are you so eager to rush off to Kuldahar to avenge the death of this one man?”

“His murder was an affront to Tempus,” she said.

“True, but your desire to run off and seek battle is an even greater affront.”

Shocked, Accalia was on the verge of screaming at Everard, but the maimed priest raised a silencing hand and she gritted her teeth instead.

“There is no victory in sacrifice,” he continued, his voice taking on a measured tone as if he were delivering another sermon. “Jerrod believed he would find deliverance in martyrdom, that in giving his life he was serving Tempus’ will. His sacrifice cost him his soul.”

Accalia knew the story well. Jerrod was a shaman of the Uthgardt barbarians, who had led his people to battle against the invader Arakon. In his defeat, Arakon had ripped open a portal to the Lower Planes and the legions of hell had spilled forth onto the battlefield. As his people were slaughtered around him, Jerrod glimpsed an avatar of Tempus watching from a distant ridge. Taking it as a sign, the shaman charged the portal alone, his blood and mortal soul fusing it shut. Everard preached that Tempus’ appearance was a portent of victory for the Uthgardt and that Jerrod’s sacrifice was a vain attempt at glory-mongering. Accalia was not so sure. 

“I don’t understand,” she said at last. “Why do you preach this to me now?”

“Because I fear for your soul.” Everard’s face looked older than ever, grey and tired.

Accalia asked, “What awaits me in the Spine of the World, Everard?”

“Only death.”

A short eternity went by.

“Then that is my fate.”

v.

Jhonen stamped his feet and breathed into his gloves, desperate to keep the chill at bay. His grey woolen cloak was poor protection, but it was all he had. As a lowly dockhand at Easthaven’s tiny port, he earned barely enough copper to keep himself fed let alone warm.

There was a buzz of activity around him as final preparations were made for the expedition. Men, shouting and joking about the adventure to come, were loading bundles of firewood and blankets onto the two small carts that had been commandeered for the trek. Each was to be drawn by a pair of stout, shaggy-haired oxen. Hrothgar was barking instructions, helping where he could.  The old man looked every bit the hero this morning, dressed in scaled leather armour lined with fine white rabbit fur; a two-handed sword that was taller than Jhonen was strapped across his back.

Jhonen’s hand went to his own weapon, the bent and rusted blade he had found last month by the lakeshore. It was tucked into his belt and hidden beneath his cloak. He felt very foolish. My father was the hero, not me. Jhonen wanted to return to his shack, crawl into bed and hope no one noticed his cowardice. But then the horror of his dreams reared up in his mind – the pale serpent gliding through clouds as black as night, its jaws wide as it fell from the sky – and he found himself rooted to the spot. Too afraid to go, too afraid to stay. Jhonen felt trapped and doomed and helpless.

His thoughts were broken by Hrothgar’s booming voice. “Come here, boy!”

Jhonen went.

“You tie a better knot than most,” Hrothgar said. “Make sure everything is secured to this cart.” He tossed Jhonen a roll of hemp rope and trudged off to oversee the loading of the second cart.

Jhonen removed his gloves and set to work. He double checked every knot, tugging and tightening until his hands were raw. When Hrothgar returned, he gave only a single nod of satisfaction, but it was more than enough to lift Jhonen’s spirits.

By now, just about the entire village had turned up to see the expedition off. All told, there were three score volunteers, fully half of Easthaven’s able bodies. Most of them Jhonen knew; local fishermen and craftsmen not unlike himself. He recognised the cleric Accalia, wearing vestments of red-dyed fur, and the dwarf they all called Dour, who had a workman’s hammer hanging from his belt and a crudely made helm tucked under his arm. There were some strangers too, Jhonen noted. A halfling woman moved cheerfully through the crowds, chatting to everyone and no one, and a tall broad-shouldered man with the look of a southerner helped with the preparations. The latter wore simple cotton clothes and only a dark blue cape around his shoulders for protection, yet he seemed unaffected by the cold as he hoisted a heavy-looking bundle onto the second cart. A sword with an extravagantly crafted hilt and crossguard was sheathed at his side and Jhonen was unhappily reminded of the blade from his dreams. 

A short while later, everything appeared to be in order. Hrothgar climbed one of the carts’ luggage piles so that everyone could see him.

“Six days ago, a messenger came to us from Kuldahar, begging for our aid.” he shouted. “Sadly, the journey cost him his life and he left us with many questions. I intend to find the answers. It makes me proud that so many brave men and women will join me in this. In Icewind Dale we do not abandon our neighbours. We stand together or we fall together. Kuldahar is not alone.”

A few cheered. Most didn’t.

The cleric Accalia stepped forward, her blond hair and pale skin almost white in the morning sunlight. “We call upon Tempus to bless us,” she said and several of those gathered fell to their knees. “May he lend us strength in hardship, and victory in battle. Vitar. Mor’tis. Kayalah.” Victory. Death. Glory.

A strange choice of prayer, Jhonen thought, though he was admittedly unfamiliar with the Tempuran faith. He worshiped Lathander, the god of his mother and father. Stranger still was Everard’s absence from the crowd. Jhonen reasoned that a senior priest should be present to exalt such an undertaking, not a subordinate. He grew anxious thinking about what that might mean.

The moment had come and the volunteers said their final goodbyes to friends and family. There were few tears; the people of Ten Towns were harder than that. Having no family and no true friends, Jhonen said a quick farewell to Apsel the scrimshander who had been his father’s friend. He merely waved to any others he knew. He wondered if he would ever see Easthaven again. He wondered if he even cared.

Without fanfare, the oxen lurched into motion, keeping to the shores of Lac Dinneshere for a time before heading out onto the windswept tundra of the day.

A bit sloppy in parts, but the basic elements of the story I had hoped to tell are all there. If I hadn’t given up at this point, I would have gone back and expanded Pomab’s role and patched up the dialogue between Accalia and Everard. But I did give up, so that’s that.

 
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